Magic
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Throughout play, spellcasting characters will learn a number of spells. A spellcaster can only cast spells they know of. Casting magic costs MP, which is restored to its maximum after a full rest. Each spell has a difficulty level, which has two effects:

- The cost of a spell in MP is based on difficulty
- When casting a spell, the relevant skill must be rolled against the difficulty to check for success

Maximum MP based on Mindpower
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- Terrible: 0 MP
- Poor: 2 MP
- Mediocre: 4 MP
- Fair: 6 MP
- Good: 8 MP
- Great: 10 MP
- Superb: 12 MP

MP Cost based on Difficulty
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- Mediocre: 0 MP
- Fair: 1 MP
- Good: 2 MP
- Great: 3 MP
- Superb: 4 MP

Schools of Magic
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There are three schools of magic:

- Ambeficence: These kinds of spells are used as a tool, and not primarily to heal or harm another person.
- Beneficence: These kinds of spells are used to heal or protect.
- Maleficence: These kinds of spells are used to harm or weaken.

Spell List
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Difficulty is noted in parentheses. Spells with multiple levels must be learned in succession. For example, Fireball II cannot be learned before Fireball I.

### Maleficence
Maleficent spells ignore the agility of the target -- if the spell succeeds, then it always hits its mark.

- Flame Hands (Mediocre) - Cast a melee fire spell dealing -1 base damage.
- Fireball I (Fair) - Cast a ranged fireball dealing +1 base damage.
- Fireball II (Good) - Cast a ranged fireball dealing +2 base damage, with an explosive impact.
- Chill Wave (Mediocre) - Cast a melee cold spell dealing -1 base damage.
- Ice Shard I (Fair) - Cast a ranged ice shard dealing +1 base damage.
- Ice Shard II (Good) - Cast a ranged ice shard dealing +2 base damage and slowing the target.
- Faerie Touch (Mediocre) - Cast a melee arcane spell dealing -1 base damage.
- Arcane Blast I (Fair) - Cast a ranged arcane blast dealing +1 base damage.
- Arcane Blast II (Good) - Cast a ranged arcane blast dealing +2 base damage and stunning the target.
